The swing is a skill you earn

8 min read

By Eduardo Orellana ·

Insomniac's Spider-Man, 2018, does not hand you the fantasy at the title screen. The web becomes Spider-Man only after the physics start answering you.

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A fantasy can be handed or won

Spider-Man, Insomniac, 2018, gets praised in one sentence: it makes you feel like Spider-Man. The sentence hides a choice. A power fantasy can be handed over at the start, a costume and a move list, or it can be won, a few hours in, when the thing you are doing starts to answer the way you hoped. The web is the second kind.

Early swings are a button that pulls you forward. Later swings are a relationship with momentum, a corner you release too late, a dive you trust. The fantasy arrives when a mistake is yours and a recovery is yours. A game that only ever gives you the perfect arc is a ride. A game that lets you be briefly bad at being Spider-Man is the one that eventually lets you be good at it.

A power fantasy is either handed over or won

Games that sell a fantasy have to decide whether the player receives it on arrival or works up to it. Spider-Man on PlayStation 4 is usually praised with one sentence: it makes you feel like Spider-Man. That compliment hides a design decision.

Plenty of large games make the same kind of promise. You will feel like an assassin, a soldier in World War II, a cowboy, a fast pilot, a superhero. Once the promise is made, the mechanics have to deliver it somehow.

The interesting part is timing. A game can make you feel powerful in the first minute, or treat that feeling as something the player unlocks by getting good.

Some fantasies only arrive once you have the skill

In some games the promised fantasy is deliberately out of reach until the player earns it. Hitman is the clearest example. The marketing sells Agent 47 as a flawless assassin, unseen, exact, gone before the body is found.

Your first run looks nothing like that. You make noise, pick a bad route, misread a patrol, panic, and watch a clean plan fall apart in seconds.

The promised assassin shows up later, after you have studied the level, learned how the stealth systems actually behave, and put in the hours.

The wait is the point. A fantasy given away for free can feel thin. One you had to work for carries weight when it finally lands.

A fantasy that costs nothing can feel condescending

The opposite approach delivers the feeling instantly and risks making the player feel handled. Batman: Arkham combat is the standard case: the fights look cinematic, and Batman looks exactly like Batman.

What the system asks of your hands is small. Mash attack and Batman snaps across the room from thug to thug. The counter window is wide enough that a single button flattens most of a crowd.

So the spectacle is real and the demand is low. The fantasy is delivered, but the path is smoothed so carefully that it can read as the game being gentle with you.

Spider-Man's combat borrows the same skeleton and then tightens it. Attacks come from more directions, guns and rockets cut through the rhythm, keeping an enemy in the air takes attention, and Spidey does not lock onto a target with quite the same magnetism.

Spider-Man combat treats the fantasy as a reward

Early on, the combat does not make you feel like Spider-Man, and it is not supposed to. You swing at air, take hits from ordinary street thugs, mistime a finisher, and lose the thread of a fight.

Later you are dancing through the same crowd: enemies juggled, incoming attacks dodged, gadgets fired mid-air, the whole encounter carrying the acrobatic confidence the character is known for.

Read that way, the combat does not make you feel like Spider-Man. It permits it, once you can hold the pace.

Mastery is the price, and the fantasy is what it buys.

Web-swinging gives the feeling away on the first trigger pull

Traversal takes the opposite deal: the fantasy arrives immediately and asks almost nothing in return. As a recreation of the movie version it is superb, with animation, speed, sound, body language, and webs that visibly attach to real buildings.

The input is trivial. Hold a trigger anywhere near a building, which in a New York this dense means nearly everywhere. Let go low to carry speed or high to gain height, jump out of the swing for extra momentum, then use forgiving air control to set up the next one.

There is a support kit around it. Web zip pushes you forward and covers you when buildings thin out. Zip-to-point snaps you to a marked surface to launch from. Air tricks feed focus and experience while you fall.

Put together, it is a traversal system that drops Spider-Man wherever you point him with barely any effort.

Movement that asks nothing gives less back

Effortless traversal protects flow at the cost of satisfaction, because nothing you did was hard. The upside is genuine: you keep moving, the pace never breaks, and the fantasy is available to anyone.

Compare it with Super Mario Odyssey. Landing Mario on an exact spot means reading the geometry, picking the right chain of moves, and executing cleanly. The difficulty is what makes arriving feel like something.

Ordinary Spider-Man traversal makes no comparable demand. Falling costs you nothing, staying in the air is barely rewarded, and skimming close to a building buys you little.

Even a mistake is soft. Hit a skyscraper and Spidey rolls into a wall run. You lose a little speed, but the game so rarely requires speed or precision that the error hardly registers.

Story missions seldom put pressure on the swing

The campaign almost never makes swinging the thing being tested. Missions lean on combat, stealth, scripted pursuits, or set pieces where the game is holding the tempo itself.

A few moments do push. One Scorpion sequence keeps you off the ground entirely, because Peter is convinced the floor is poisoned. An Electro fight has you swinging between buildings to reach power transformers under fire.

Both show how good the movement feels once the game applies real pressure.

The rest of the time it stays slack. In a helicopter chase there is no urgency to close the gap, because the game will not let you latch on until the set piece has finished detonating.

Other grappling systems demand far more from you

A web line is a grappling hook in a costume, and other games have built far more demanding versions of it, turning the hook into a skill test rather than a convenience.

Bionic Commando puts a small number of grapple points in a ruined city. Picking a path is a puzzle, and catching the next anchor in mid-air depends on where you are, what angle you have, and when you fire. Poison and enemies punish touching the ground or slowing down.

Wrecking Ball in Overwatch hangs a heavy physics object on a rope. Speed, angle, and anchor choice all matter, and landing the hook while moving fast is a challenge by itself. The swing feeds combat directly, since momentum hurts whatever you hit.

A Story About My Uncle uses a magnetic glove that hauls you toward an object before you release and keep the speed. Limited mid-air grabs force you to plan the line ahead. The Free Ones runs a variant of the same idea, latching onto wooden panels, reeling in, then detaching to fire yourself forward.

Any change to swinging has to keep the character intact

Most of those harder ideas would break Spider-Man rather than deepen him. He does not carry a handful of webs that refill when he lands. New York is packed with anchor points, not scattered with rare ones. Peter Parker is light and practiced, not a metal ball on a chain.

Contradict any of that and the fantasy the game exists to sell starts to come apart.

A more technical swing was still possible inside those limits. Earlier Spider-Man games tried some of it. One mapped left and right webs to separate shoulder buttons. Another reeled him in toward whatever he attached to, which encouraged a side-to-side rhythm to hold the middle of the street.

Swinging and fighting could also have overlapped far more often, closer to the way Sunset Overdrive wants you bouncing off cars and grinding power lines while you shoot.

The depth lives in the optional challenges instead

The design settles the question by keeping the main experience frictionless and moving the difficulty into content you can skip. Swinging could have been as deep as holding a combo in Tony Hawk's, chaining jumps and hat throws in Mario Odyssey, or routing a run through Mirror's Edge.

Instead the priority is momentum. Face-plants and dead stops are designed out, on the fiction that this Spider-Man has spent years polishing his traversal. Running up a wall after a bad line supports that reading rather than contradicting it.

The technical version survives in the side content: bomb diffuser routes, drone chases, timed medals, activities where you learn a line, cut around buildings, chain moves together, and go after a gold time.

Those challenges also expose the seams, including fiddly physics, point-launching that beats swinging outright, and a ceiling lower than other traversal games. What they do not hide is the tradeoff being made.

Most people buying a Spider-Man game want to feel like Spider-Man the moment they leave the ground. A deeper system pays off more over time; an effortless one pays off at once. Which your own game needs is not settled on paper. You get it running, move around in it, and judge what that movement gives back.

Build it in Flockbay

In the Flockbay app, ask for a city block and a swing that conserves speed instead of a swing that seeks the next rooftop for you. Play until you miss. If you cannot miss, ask for the assist to come off. The miss is the tutorial.

An AI open-world game maker will try to build the whole city. Refuse it. A few rooftops, and the 3D platformer template, are the experiment.

Flockbay

The free AI game maker for Mac or Windows PC.